Total length of the move in frames (Yoyo will be set even if Bridget gets hit past the frame listed in brackets) for the various directions are as follows: Neutral set: 21F (15F), 6: 27F (17F), 9: 23F (11F), 8: 26F (13F), 7 or 4: 22F (13F)

(air) Yoyo Haichi

(air) Direction + H

-

-

-

-

-

-

-

-

-

See note

-

Accepts direction input until frame 6

Total length of the move in frames (Yoyo will be set even if Bridget gets hit past the frame listed in brackets) for the various directions are as follows: Neutral set: 19F (11F), 6 and 7: 22F (11F), 9: 20F(11F), 8: 21F(11F), 1: 29F(15F), all other directions: 25F (11F)

(downed) Yoyo Haichi

(while downed) H

-

-

-

-

-

-

-

-

-

total: 38

-

Extends down time by 15F

Yoyo Hikimodoshi

(After Yoyo Haichi) H (hold to delay)

40

-/2.40

0

6

4

any

-

12

-

total: 20

+24

Hold down the button to delay the move. (can delay startup for a max of 152F)

Force Breaks and Rolling Idou can be used during this delay

Yoyo becomes active 8F after the button is released, can cancel into any yoyo techniques starting on the frame after the button is released

If hit on frames 1-4, the yoyo will not return

If Bridget gets hit, the yoyo disappears

see notes *2, *3, *4

(air) Yoyo Hikimodoshi

(After Yoyo Haichi) H (hold to delay)

40

-/2.40

0

6

4

any

-

14

-

total: 22

+22

Hold down the button to delay the move. (can delay startup for a max of 154F)

Force Breaks and Rolling Idou can be used during this delay

Yoyo becomes active 8F after the button is released, can cancel into any yoyo techniques starting on the frame after the button is released

If hit on frames 1-6, the yoyo will not return

If Bridget gets hit, the yoyo disappears

see notes *1, *2, *3, *4

Roger Rush

(After Yoyo Haichi) 236H

36x3

2.00/1.20x3

0

8x3

4

any

F

28

See note

total: 32

+80

Staggers on ground on hit (max: 49F)

FRC timing: 16-17

Can hit up to a maximum of 3 times

Roger disappears immediately if Bridget is hit

Roger can be hit from frame 20 on.

see notes *2, *4

Active time is as follows: 2(10) { 2(12) } x2 + { 2(10) }x2 + 2(12)2

Jagged Roger

(After Yoyo Haichi) 214H

20x3

2.00 / 1.20x3

0

7x3

3

any

F

38

105

total: 39

+36

Causes vacuum effect on hit or block

Hit stop 6

FRC timing: 22-23

Can hit up to a maximum of 3 times

Past frame 22, Jagged Roger will activate, even if Bridget is hit

see notes *2, *4

(air) Jagged Roger

(After Yoyo Haichi) j.214H

20x3

2.00 / 1.20x3

0

7x3

3

any

-

29

105

total: 37

+29

Causes vacuum effect on hit or block

Hit stop 6

FRC timing: 22-23

Can hit up to a maximum of 3 times

Past frame 13, Jagged Roger will activate, even if Bridget is hit

see notes *1, *2, *4

Roger Hug

(After Yoyo Haichi) 623H

30

2.00/4.80

0

6

4

any

-

34

27

total: 40

+20

On hit, causes Yoyo to stick to opponent for 600F

see notes *2,*3,*4

Rolling Idou

(After Yoyo Haichi) 214K

-

-

-

-

-

-

-

-

-

-

-

From frame 2 on, can cancel into any action other than blocking, air dashing and double jumping

(air) Rolling Idou

(After Yoyo Haichi) j.214K

-

-

-

-

-

-

-

-

-

-

-

From frame 2 on, can cancel into any action other than blocking, air dashing and double jumping

Roger Get (low)

(After Yoyo Haichi) 421H

20

2.00/1.20

0

7

3

any

F

19

till landing

total: 30

-

Forced prorate: 85%

FRC timing: 20-21

Roger can be hit from frame 19 on

see notes *2,*3

Roger Get (high)

(After Yoyo Haichi) 421H

20x2

2.00/ 1.20x2

0

7x2

3

any, LF

F

18

till landing (11)42

total: 30

-

Forced prorate: 85%

FRC timing: 20-21

1st hit staggers on ground hit (max: 58F)

2nd hit causes knockdown on ground hit

The distance Roger slides during the 2nd hit depends on high he was when the move was activated

Roger can be hit from frame 18 on

see notes *2,*3

(air) Roger Get (low)

(After Yoyo Haichi) j.421H

20

2.00/1.20

0

7

3

any

F

19

till landing

total: 34

-

Forced prorate: 85%

FRC timing: 20-21

Roger can be hit from frame 19 on

see notes *1,*2,*3

(air) Roger Get (high)

(After Yoyo Haichi) j.421H

20x2

2.00 / 1.20x2

0

7x2

3

any, LF

F

18

till landing (11)42

total: 34

-

Forced prorate: 85%

FRC timing: 20-21

1st hit staggers on ground hit (max: 58F)

2nd hit causes knockdown on ground hit

The distance Roger slides during the 2nd hit depends on high he was when the move was activated

Roger can be hit from frame 18 on

see notes *1,*2,*3

Kick Start My Heart

236K

30

-/7.20

14

6

4

HLF

R

11

34

9

-26

3-4 feet invincibility

From frames 12-44, can cancel into Teishi or Hassha

Speed can be controled with 4/6 during motion

Teishi

(After KSMH) P

40

-/1.20

6

7

2

HLF

-

11+7

6

28

-10

Causes knockdown on ground hit

Hassha

(After KSMH) K

50

-/7.20

10

7

3

HLF

R

11+2

12

21 + landing 20

-39

Airborne from frame 2 on

Floats on hit (untechable for 24F)

Starship

623P

22x4

2.00 / 2.40x4

10x4

7x4

3

HLF

RF

13

3x5

25

-17

1-12 invincible

13-26 invincible to throws

Floats on hit

Causes knockdown on ground hit

Hit stop 6

FRC timing: 19-20

Can hit up to a maximum of 4 times

(air) Starship

j.623P

18x3

2.00 / 3.00x3

6x3

7x3

2

any

R

13

3x5

till landing + 10

-5

1-13 invincible to throws

Floats on hit

Causes knockdown on ground hit

Hit stop 6

Can hit up to a maximum of 3 times

Listed SD is for a Starship performed as low to the ground and as quickly as possible (startup of 16F)